Nerfed Super Rings

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Swifty

Dedicated Member
Dedicated Member
Apr 22, 2003
122
3
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I've had a few ideas for the Super Rings and ways they could be put into the game without being too OP.
I'm no professor of Mir so my ideas may be ridiculous to some of you and of course they're open to discussion.

Paralysis Ring:
Reduced effect duration (<1 second)
2 versions:
-class required: Warrior
-class required: Assassin
Scale the chance of effect to be relative to each class, assuming:
Warrior has TDB and +4 attack speed
Assassin has +8 attack speed (&relative skill hits)

Protection Ring
30-40% of damage taken is taken as MP.

Recovery Ring
More of a buff as the old one sucked...
Combine Heal spell with Static shot spell, to give the Heal effect ONE or TWO bounces.
Basically chain heal,
Possibly some weak scaling off of DC & MC & SC, remembering all classes have DC, Taos more so.
(Able to lvl to 3 if ring is kept on?)

Flame Ring
A buff again, as who wants lvl1 fireball???
Gives Firewall or Firebang spell
Scaling off DC & SC & MC
(Able to lvl to 3 if ring is kept on?)

Clear Ring
Ring puts a new spell in the spell book, similar to Flame and Recovery rings.
Design a new spell based on Assassin skill (Moonlight?):
-player casts spell to become hidden, while still able to run
-hidden effect lasts 10 seconds
-spell has 15-20 second cool down

Thanks for your time :D
 

LightBringer

Mir Evolved GM
Veteran
Evolved
Game Master
Feb 13, 2014
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what about para ring for archers as well, you've literally put all the rings and missed one class completely,

I've always hated Para/Prot and Clear Ring in games
Flame and Rec ring were amusing more than anything.
 

Swampduck

LOMCN Veteran
Veteran
Apr 13, 2014
266
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Para's are meant for warriors, can u imagine being para'd by a 40+sin with full 40 kit, and yellowed.....
 

Swifty

Dedicated Member
Dedicated Member
Apr 22, 2003
122
3
95
Bump - my ideas didnt get much response or review really.

Lightbringer says I have neglected Archers.
Archers would benefit greatly from my version of the Protection Ring, Flame Ring and Clear Ring.

I imagine how each of the rings would effect the play style and potential of each class:

Protection Ring - Not much benefit for warriors, good for the rest

Recovery Ring - Good for ALL classes, giving anyone the ability to support their group with a group healing ability. After a bit more thought I believe the heal effect should only bounce once, healing two targets.

Flame Ring - No point in a Wizard having this. The other classes would have much better AoE killing ability, and be able to "pull" mobs away from a certain area with Firewall / Firebang. (Also imagine an Archer with Firewall!)

Clear Ring - Not for assassins....

(The Paralysis Ring could just be scrapped... It isn't necessary.)

I like the idea of the Recovery Ring the most, mainly because I really like the mechanic that Static Shot uses. I think the "bounce" mechanic has a lot of potential in the design of new spells, whether they are more attack spells, healing spells, buff spells or CC spells.

Most people might dislike the idea of having such rings in Mir, but I believe that a certain "magic" is lost from the game when they are missing.
Yes, the original ones were OP, but if the idea behind them was used to create items which were balanced they could have a place in the game and make it a bit more special.


I've had a few ideas for the Super Rings and ways they could be put into the game without being too OP.
I'm no professor of Mir so my ideas may be ridiculous to some of you and of course they're open to discussion.

Paralysis Ring:
Reduced effect duration (<1 second)
2 versions:
-class required: Warrior
-class required: Assassin
Scale the chance of effect to be relative to each class, assuming:
Warrior has TDB and +4 attack speed
Assassin has +8 attack speed (&relative skill hits)

Protection Ring
30-40% of damage taken is taken as MP.

Recovery Ring
More of a buff as the old one sucked...
Combine Heal spell with Static shot spell, to give the Heal effect ONE or TWO bounces.
Basically chain heal,
Possibly some weak scaling off of DC & MC & SC, remembering all classes have DC, Taos more so.
(Able to lvl to 3 if ring is kept on?)

Flame Ring
A buff again, as who wants lvl1 fireball???
Gives Firewall or Firebang spell
Scaling off DC & SC & MC
(Able to lvl to 3 if ring is kept on?)

Clear Ring
Ring puts a new spell in the spell book, similar to Flame and Recovery rings.
Design a new spell based on Assassin skill (Moonlight?):
-player casts spell to become hidden, while still able to run
-hidden effect lasts 10 seconds
-spell has 15-20 second cool down

Thanks for your time :D
 

d1craig

Golden Oldie
Golden Oldie
Aug 12, 2010
1,939
7
124
i like the ideas for clear flame and recovery rings, para and pro should never be ingame.

i think a proper life steal item would be awesome for melee something like a 20% chance to recover 100% of the damage dealt so it was actually worth using.
 

Seanofsmeg

Ex Moderator
VIP
Apr 6, 2015
910
320
145
How about we take para n pros off the table permantly as i think its stupid to have them on any server.

Sin gets para GG

Wizz gets pro there goes the point of a sin as they catch u off guard and kill you quick

By all means play and have fun with the heal ring turning to mass heal and the flame ring becoming MS/Fwall but paras n pros no thanks
 

Skyline

LOMCN Admin
Staff member
Administrator
Mar 26, 2003
7,189
607
360
Sheffield
Clear, Tele, Revival should be in game.
They are good rings, which add a lot of value without been too OP.

Para and Pro should remain out of the game, unless you can balance them a bit better some how.
 

bayya

Dedicated Member
Dedicated Member
Aug 19, 2012
355
0
42
Can't think of a good reason to put a tele ring in game or a clear ring.
You know who would have them within days of them dropping anyway.
So no let's leave them out
 

SPL1FF

Golden Oldie
Golden Oldie
Mar 24, 2003
555
323
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Whats the point, will be the same people who end up with them as usual.

Edit - someone's already stated the obvious lol.